Glass that starts out broken: Difference between revisions
Hp-p00nst3r (talk | contribs) (This tutorial will teach you how to make a func_breakable_surf start out broken when the map loads without the player doing anything to it.) |
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'''Step 3:''' Set up an env_explosion in the middle of the window, then change the options of the env_explosions as follows: | '''Step 3:''' Set up an env_explosion in the middle of the window, then change the options of the env_explosions as follows: | ||
''Name: Anything you want as long as you know what it is | ''Name: Anything you want as long as you know what it is'' | ||
Magnitude: 1'' | |||
''Magnitude: 1'' | |||
Then in the flags tab, change the flags as follows: Check No fireball, No smoke, No decal, No sparks, No sound, No fireball smoke, No particles, and No Dlights. | Then in the flags tab, change the flags as follows: Check No fireball, No smoke, No decal, No sparks, No sound, No fireball smoke, No particles, and No Dlights. | ||
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'''Step 5:''' Change the entity outputs for the logic_auto as follows (if you aren't sure how to use the input/output system, read this): | '''Step 5:''' Change the entity outputs for the logic_auto as follows (if you aren't sure how to use the input/output system, read this): | ||
''My output named: OnMapSpawn | ''My output named: OnMapSpawn'' | ||
Target entities named: env_explosion (the name you typed for that entity) | |||
Via this output: Explode | ''Target entities named: env_explosion (the name you typed for that entity)'' | ||
Check the box that says, "Fire once only".'' | |||
''Via this output: Explode'' | |||
''Check the box that says, "Fire once only".'' | |||
Then in the flags tab, change the flags as follows: Check "Remove on fire" | Then in the flags tab, change the flags as follows: Check "Remove on fire" | ||
'''Step 6:''' Test your map! When it loads the env_explosion will break the glass leaving the jagged glass edges on the side of the frame. | '''Step 6:''' Test your map! When it loads the env_explosion will break the glass leaving the jagged glass edges on the side of the frame. |
Revision as of 21:02, 7 September 2005
I couldn't seem to find a tutorial about how to make a glass window start out broken, so I decided that I'd write one. Just so you know, this is my first tutorial.
I assume you already now how to make a proper breakable window. If you do not know, there is a good tutorial about it here at [[[1]]].
Step 1: Open one of your maps or make a new one.
Step 2: Make a func_breakable_surf with a frame around it (as if you are making a normal breakable window).
Step 3: Set up an env_explosion in the middle of the window, then change the options of the env_explosions as follows:
Name: Anything you want as long as you know what it is
Magnitude: 1
Then in the flags tab, change the flags as follows: Check No fireball, No smoke, No decal, No sparks, No sound, No fireball smoke, No particles, and No Dlights.
Step 4: Set up a logic_auto near the env_explosion (it doesn't matter where you put it, but I recommend that you put it in a convenient place)
Step 5: Change the entity outputs for the logic_auto as follows (if you aren't sure how to use the input/output system, read this):
My output named: OnMapSpawn
Target entities named: env_explosion (the name you typed for that entity)
Via this output: Explode
Check the box that says, "Fire once only".
Then in the flags tab, change the flags as follows: Check "Remove on fire"
Step 6: Test your map! When it loads the env_explosion will break the glass leaving the jagged glass edges on the side of the frame.